Sentinels for the 9 Holds by Qaxe Qaixaci
Skyrim » Companions - Other
Added: 02/11/2013 - 07:24AM
Updated: 09/04/2014 - 06:02AM

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Uploaded by Ahondara


Last updated at 6:02, 9 Apr 2014 Uploaded at 7:24, 2 Nov 2013

Sentinels for the 9 Holds simply allows you to hire and post a large number of Sentinels in the capitals of the 9 holds. I use it for my own role-playing and thought others might be interested too. This mod will NOT let you take over the Skyrim government, nor am I going to add such quest functions in the future; it merely secures the holds for you.

Version 2: The current version of the Sentinel quest-line does NOT put the player in the Sentinel faction as it once did. Previously after hiring Sentinels you were automatically made an enemy of both Imperials and Stormcloaks just by association. Now that isn't an issue.

POTENTIAL: Loads of possibilities for expansion, but RL has me tied up.

RECOMMENDED MODS: "Become High King", "Kill essential" and "No essential COs" are highly recommended if you actually want to overthrow the Skyrim government and take control. Please note that while I am recommending the above mods they are not MY mods. I accept no blame or praise for anything that happens to you in those mods.

-- To hire Sentinels speak with Badon Uhr just NE of High Gate Ruin. (If he doesn't speak at first, save there and restart your game).
-- After inspecting your new Sentinels for the first time, return to Badon and you will receive a roster of guards available, options for hiring them, pricing, etc. Your first set of Sentinels will be upgraded at this time.
-- Each new detail of Sentinels is activated separately so you can choose to limit conquest to any number of holds. Sentinels are assigned to set patrols in or around their posted cities only (they cannot be placed randomly around Skyrim).
-- Over 80 new npc and 140 Sentinel placements. (Who wants 140 guards with the same face?)
-- Sentinel types include a variation of races in 1H, 2H, archer, and berserker/dual types.
-- Only 1 potential follower-type Sentinel is available per CITY, found inside the castle/keep of the 5 major holds.
-- Sentinels are NOT in the guard faction and they will never try to arrest you.
-- Your character will not incur any bounties when Sentinels kill existing guards.
-- Sentinels WILL NOT be welcome by the existing guards regardless of current occupying faction, or your standing with either side. -- Sentinels are neutral with common townsfolk.
-- Sentinels are priced at 1000gold each. It's not cheap, but conquest isn't free.
-- If Badon Uhl asks if you want light or heavy, make your decision then, he'll only ask ONCE.

-- Sentinels will kill members of either C.W. side -- they are meant to help you take over.
-- I personally use this mod after I'm done with questing that involves cities in general (buying vanilla houses, etc.) to avoid unwanted deaths.
-- Unintended casualties can be resurrected by opening the console, clicking on the victim and typing in "resurrect".
-- SAVE YOUR GAME before installing just in case it isn't your thing or the time isn't right!

Sentinels are posted in the same way regular guards are.
MORTHAL: town patrols.
DAWNSTAR: patrols, longhouse & barracks.
Falkreath: both gates, town center, longhouse, and jail.
WINTERHOLD: patrol & longhouse.
MARKARTH: exterior gate, town center, and Understone Keep.
RIFTEN: both gates, towers, town center, keep, and jail. Includes Shor's Stone & Ivarstead
WHITERUN: front gate, patrols, White Watch tower, city center, castle, and jail. Includes Riverwood.
SOLITUDE: front gate, patrols, docks, city center, palace, Castle Dour and towers. Includes Dragonbridge.
WINDHELM: Gate patrols, docks, city center, and keep.

1. To install, open the QaxeNewGuard .zip file and put the contents into your Skyrim/Data folder. Click "yes" to merge the new files with your existing meshes/textures/scripts folders.

2. Regardless of whatever I've named the mod on this page, take note that the name of the main mod file is "QaarlNewGuard.esp". Make sure to install all folders contained in the DL into your Skyrim/Data folder for the mod to work. It is YOUR responsibility to keep track of the names of mod files you install.

1. Remove the mod from your load order, go into Skyrim and make a new save.
2. Exit the game. Install the new version. NOTE: The old script "TIF_01008BC3" is no longer used, remove it if you like.
3. Play.